Use of mutex in destructors

Rene Zwanenburg renezwanenburg at gmail.com
Fri Apr 27 05:54:31 PDT 2012


On Friday, 27 April 2012 at 11:23:06 UTC, Dmitry Olshansky wrote:
> On 27.04.2012 15:15, Rene Zwanenburg wrote:
>> Since an OpenGL context is owned by one thread, any OpenGL 
>> calls made
>> from other threads will fail. I've wrapped OpenGL 'objects' in 
>> D classes
>> to automate destruction of the underlying object:
>>
> How about using structs for GL objects? It's not like you have 
> a hierarchy or interfaces in there.
>
> [snip]

True, but what would using structs do to fix the problem?

The reason I'm using (final) classes is because a resource can be 
used by multiple objects. If two meshes use the same texture, I 
don't want to load that texture twice. Reference to class is 
cleaner than pointer to struct.


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